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C++

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#if USE_EDITOR
#include "LODPreview.h"
#include "Engine/Core/Types/Variant.h"
#include "Engine/Content/Content.h"
#include "Engine/Content/Assets/Model.h"
#include "Engine/Graphics/GPUDevice.h"
#include "Engine/Renderer/DrawCall.h"
#include "Engine/Renderer/RenderList.h"
#include "Engine/Renderer/GBufferPass.h"
LODPreviewMaterialShader::LODPreviewMaterialShader()
{
_material = Content::LoadAsyncInternal<Material>(TEXT("Editor/DebugMaterials/SingleColor/Surface"));
}
const MaterialInfo& LODPreviewMaterialShader::GetInfo() const
{
ASSERT_LOW_LAYER(_material);
return _material->GetInfo();
}
GPUShader* LODPreviewMaterialShader::GetShader() const
{
return _material->GetShader();
}
bool LODPreviewMaterialShader::IsReady() const
{
return _material && _material->IsReady();
}
bool LODPreviewMaterialShader::CanUseInstancing(InstancingHandler& handler) const
{
return _material->CanUseInstancing(handler);
}
DrawPass LODPreviewMaterialShader::GetDrawModes() const
{
return _material->GetDrawModes();
}
void LODPreviewMaterialShader::Bind(BindParameters& params)
{
// Find the LOD that produced this draw call
int32 lodIndex = 0;
auto& drawCall = *params.DrawCall;
const ModelLOD* drawCallModelLod;
if (GBufferPass::IndexBufferToModelLOD.TryGet(drawCall.Geometry.IndexBuffer, drawCallModelLod))
{
lodIndex = drawCallModelLod->GetLODIndex();
}
// Bind
const Color colors[MODEL_MAX_LODS] = {
Color::White,
Color::Red,
Color::Orange,
Color::Yellow,
Color::Green,
Color::Blue,
};
const Color color(colors[lodIndex]);
_material->SetParameterValue(TEXT("Color"), Variant(color));
_material->Bind(params);
}
#endif